Any chance this is possible?]]>C++ Gameplay ProgrammingBuzz.Burroweshttps://forums.unrealengine.com/development-discussion/c-gameplay-programming/1360198-limit-number-of-items-addable-to-a-tarray-propertyDedicated Server Crashes - Unable to load PhysX fileshttps://forums.unrealengine.com/development-discussion/c-gameplay-programming/1359981-dedicated-server-crashes-unable-to-load-physx-files
Tue, 26 Sep 2017 13:49:42 GMT
I'm currently working on dedicated servers for my game and followed this tutorial: https://wiki.unrealengine.com/Dedica...dows_%26_Linux).

I converted a Blueprint project to a C++ Blueprint, build and packed the game as well as the server.exe. But when I start the server it instantly crashes.

With this log:
LogWindows: Failed to load '../../../Engine/Binaries/ThirdParty/PhysX/Win64/VS2015/PhysX3CommonPROFILE_x64.dll' (GetLastError=126)
LogWindows: File '../../../Engine/Binaries/ThirdParty/PhysX/Win64/VS2015/PhysX3CommonPROFILE_x64.dll' does not exist

Those files all exist WITHOUT the 'profile'. I just thought maybe there whent somethiung wrong with the naming and duplicated all files and added PROFILE to them, did't change anything and should not be the ideal solution.

Any idea how to fix this?
Thank you!]]>C++ Gameplay ProgrammingKAEPS133https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1359981-dedicated-server-crashes-unable-to-load-physx-filesUnable to compile shipping build with logging in 4.17.2https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1359839-unable-to-compile-shipping-build-with-logging-in-4-17-2
Tue, 26 Sep 2017 08:42:00 GMTIf I add this below line to MyGameName.Target.cs and build as shipping then...
UEBuildConfiguration.bUseLoggingInShipping = true;
this error...MyGameName.Target.cs and build as shipping then...

Answerhub link: https://answers.unrealengine.com/que...ging-in-4.html]]>C++ Gameplay Programmingryanjon2040https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1359839-unable-to-compile-shipping-build-with-logging-in-4-17-2Fortnite, How do you think dynamic geometry is set?https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1359351-fortnite-how-do-you-think-dynamic-geometry-is-set
Mon, 25 Sep 2017 12:46:40 GMTI mean the parts that the player uses for build things, we know movility cannot be set at runtime so all the buildings made by the users stay...
or you can spawn staticmeshes to be not movable? but even in that case how do you think draw calls are reduced?

edit: or they are instances? you can set transform individually for instances I guess... (does that reduce draw calls?)]]>C++ Gameplay Programmingoskrithttps://forums.unrealengine.com/development-discussion/c-gameplay-programming/1359351-fortnite-how-do-you-think-dynamic-geometry-is-setFill array with DataTablehttps://forums.unrealengine.com/development-discussion/c-gameplay-programming/1359303-fill-array-with-datatable
Mon, 25 Sep 2017 09:55:44 GMT
I want to fill an array with all the data that a row of a DataTable has. I tried to do this in blueprints but I can't iterate in a loop over all pins of a certain row. This DataTable was created in the editor and fill by a CSV (excel). This dataTable have only FText multiline fields.

I have done a C++ blueprint callable class that It receives the DataTable pointer and it returns an array with all data found in the row. The problem is that, when I receive the array it have some unwanted data like this: "NSLOCTEXT("[7AD1145D40F....... and after that my own text. It seems something like control ID.

Can I have any way to obtain only the FText?
I tried a lot of different codes, but is difficult to me to understand the structure of dataTable.

Any help will be appreciated!]]>C++ Gameplay ProgrammingArcontushttps://forums.unrealengine.com/development-discussion/c-gameplay-programming/1359303-fill-array-with-datatablehttps://forums.unrealengine.com/development-discussion/c-gameplay-programming/1359299-getting-non-editor-build-cannot-depend-on-non-redistributable-modules-while-cooking
Mon, 25 Sep 2017 09:48:04 GMTWhenever I try to cook a standalone build of my game, yy log is full of messages like this and I have completely no idea what is causing it.
I have...
I have an separate editor module because we've been extending the editor a little, but so far as much as I looked through the code, we never include Editor files in our main module. Only in the editor one, which is also added only in editor build, so what is going on?

What can possible cause this? My cook log is filled with these errors, some are a little different but they all say that I'm trying to build with modules that are non-redistributable.
UE 4.17

PS: I just want to add that there is probability that this started happening AFTER migration from 4.13 to 4.17, I will revert back to 4.13 and see if it cooks properly, though we need to be on 4.17 asap]]>C++ Gameplay ProgrammingPablo1517https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1359299-getting-non-editor-build-cannot-depend-on-non-redistributable-modules-while-cookingUCharacterMovementComponent on a Pawnhttps://forums.unrealengine.com/development-discussion/c-gameplay-programming/1359109-ucharactermovementcomponent-on-a-pawn
Sun, 24 Sep 2017 20:26:06 GMT
So I would like a little setup code example of this. Thanks]]>C++ Gameplay ProgrammingBlacketStriderhttps://forums.unrealengine.com/development-discussion/c-gameplay-programming/1359109-ucharactermovementcomponent-on-a-pawnCharacter falling through the groundhttps://forums.unrealengine.com/development-discussion/c-gameplay-programming/1359105-character-falling-through-the-ground
Sun, 24 Sep 2017 20:04:32 GMTI want the Pawn possessed by PlayerController to fall down and stop on the ground like a tetris game, this is the function in the PlayerController:
...

The piece falls down but it keeps falling even when it reaches the ground. I tried enabling bSweep and I also tried TeleportTo instead of SetActorLocation but nothing changes. I enabled collisions in the blueprint editor and I'm not using physics.
How can I solve that?]]>C++ Gameplay ProgrammingAntonioDoraziohttps://forums.unrealengine.com/development-discussion/c-gameplay-programming/1359105-character-falling-through-the-groundPointer to C++ Class invalid after start, Accessed None trying to read propertyhttps://forums.unrealengine.com/development-discussion/c-gameplay-programming/1359097-pointer-to-c-class-invalid-after-start-accessed-none-trying-to-read-property
Sun, 24 Sep 2017 19:33:34 GMT
I have a blueprint derived from a C++ class that is something like this

is a C++ class derived from a UObject. When I try to use the variable Statistics in the event graph like this

I receive the error "Accessed None trying to read property [...]". Moreover, using IsValid returns always false.
What am I missing here? Do I need to specify something to the GC in order for it not to delete the variable?]]>C++ Gameplay Programmingastinoghttps://forums.unrealengine.com/development-discussion/c-gameplay-programming/1359097-pointer-to-c-class-invalid-after-start-accessed-none-trying-to-read-propertyStatic Audio Library to contain generic sounds?https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1359029-static-audio-library-to-contain-generic-sounds
Sun, 24 Sep 2017 17:09:55 GMTHi,
This is my first experience getting my hands dirty with coding for video games. I am in the process of creating an Item system, and so far, I...
This is my first experience getting my hands dirty with coding for video games. I am in the process of creating an Item system, and so far, I am populating my Structures class (which would be static build/place-able items in the game world).

I am trying to incorporate audio to these items - specifically, generic sounds such as impact and destruction. The class does contain an audio component, but I do not want the class to contain lists or arrays of sound clips to play - it seems like squandered resources when all items use the same set of sounds anyways.

I thought of creating a static class or a bunch of static methods to handle the process - this means, there exists a general static class (i.e AudioManager) that contain all types of impact sounds. When an item needs to play a clip, it calls a static method to fetch an audio clip and proceeds to play it via the Audio Component. I am unaware if this is the go-to way to handle this problem, but nonetheless, I face some uncertainty in the implementation.

Where does the Audio Manager class get its audio assets from? Ideally, I will want to create an ItemDataTable row struct that houses a bunch of array for each sound category, but how do I access DataTables when I am in C++? The DataTable object is created and managed inside the editor - I am unaware of the appropriate way to fetch data from DataTables via C++.

Could a similar functionality be implemented using Blueprint Function Libraries - is it more recommended? Similar to the above, I am still unsure how to access blueprints from my C++ code.

I will leave my class definition and partial implementation below if that provides any helpful context - just be aware that this is my first attempt with game programming, as such, some definitions, functionalities, and properties might not seem non-intuitive or unjustified.

??????]]>C++ Gameplay ProgrammingNachoBiznezzhttps://forums.unrealengine.com/development-discussion/c-gameplay-programming/1358634-is-there-any-way-to-create-dynamic-numbered-variables-int32-variable-1-100Capsule Physics issueshttps://forums.unrealengine.com/development-discussion/c-gameplay-programming/1358522-capsule-physics-issues
Sat, 23 Sep 2017 09:27:34 GMTHi, I made a project from scratch to learn to use ue4. And even more, I have used a basic pawn.
All good, until I wanted to implement gravity.
I...
All good, until I wanted to implement gravity.
I have made my capsule

Ok, everything works just fine, but when I get on an inclinated plan, I just rolling around...
How I can make physics work only with z axis?]]>C++ Gameplay ProgrammingBlacketStriderhttps://forums.unrealengine.com/development-discussion/c-gameplay-programming/1358522-capsule-physics-issuesSmooth Custom Air Control for Multiplayer. A networking problem using C++https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1358352-smooth-custom-air-control-for-multiplayer-a-networking-problem-using-c
Fri, 22 Sep 2017 20:42:59 GMT
The logic executes OnTick when the client is in the air.
The logic executes the same both for the client and the server (but ultimately the server has authority of where the client actually is).
The project is based of the ShooterGame example (which I couldn't really find their net code optimization if they have any).
The client sends to the server via the native CharacterMovement replication the players position and rotation and the GetAxisValues of w, a, s, and d only when w,a,s and d is pressed and released.

So the client presses a button, sends the get axis value to the server, the server then uses that to calculate the air control algo I wrote (assuming they are in the air).

The issue is on sharp turns or with a latency of 100ms the air control isn't smooth from the clients perspective, its like a stutter effect, probably more accuratly rubber banding.

I've been reading up methods to smooth movement but what is throwing me off is I'm assuming since unreals/the shooter games default movement mechanics is already so smooth that I technically wouldn't have to do any type of smoothing techinique myself. However, its obvious I need to do something.

So my question is, for air control, where I essentially just modify the players velocity in the air what would be the best way to attempt to smooth that out for a nice multiplayer experience?

I'm thinking I'm already doing client side prediction since the client executes the same algo as the server but is that the extent of it or is there more to it?]]>C++ Gameplay ProgrammingNonlinhttps://forums.unrealengine.com/development-discussion/c-gameplay-programming/1358352-smooth-custom-air-control-for-multiplayer-a-networking-problem-using-cDynamically Edit-ablity of UPROPERTYshttps://forums.unrealengine.com/development-discussion/c-gameplay-programming/1358324-dynamically-edit-ablity-of-upropertys
Fri, 22 Sep 2017 19:59:04 GMTI understand how to make a UPROPERTY in my c++ ActorComponent editable or read only in the editor (blueprint or otherwise) using arguments to the...
So... How can I change whether a UPROPERTY is editable or not-editable at editor runtime?